/**** * Classes ****/ // Define a class for bullets var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Player update logic }; self.move = function (x, y) { self.x = x; self.y = y; }; }); // Define a class for powerups var Powerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var background = game.attachAsset('background', { anchorX: 0.0, anchorY: 0.0 }); // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 200; // Initialize arrays for enemies and bullets var enemies = []; var bullets = []; var powerups = []; // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -50; enemies.push(enemy); game.addChild(enemy); } // Function to shoot bullets function shootBullet() { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); } function spawnPowerup() { var powerup = new Powerup(); powerup.x = Math.random() * 2048; powerup.y = -50; powerups.push(powerup); game.addChild(powerup); } // Handle player movement game.move = function (x, y, obj) { player.move(x, y); }; // Handle shooting game.down = function (x, y, obj) { shootBullet(); }; // Update game state game.update = function () { // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { bullets[j].destroy(); enemies[k].destroy(); bullets.splice(j, 1); enemies.splice(k, 1); break; } } } // Update powerups for (var l = powerups.length - 1; l >= 0; l--) { powerups[l].update(); if (powerups[l].intersects(player)) { powerups[l].destroy(); powerups.splice(l, 1); // Add powerup effect here } } // Spawn enemies and powerups periodically if (LK.ticks % 60 == 0) { spawnEnemy(); if (Math.random() < 0.1) { spawnPowerup(); } } };
/****
* Classes
****/
// Define a class for bullets
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Define a class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Player update logic
};
self.move = function (x, y) {
self.x = x;
self.y = y;
};
});
// Define a class for powerups
var Powerup = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var background = game.attachAsset('background', {
anchorX: 0.0,
anchorY: 0.0
});
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Initialize arrays for enemies and bullets
var enemies = [];
var bullets = [];
var powerups = [];
// Function to spawn enemies
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -50;
enemies.push(enemy);
game.addChild(enemy);
}
// Function to shoot bullets
function shootBullet() {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
}
function spawnPowerup() {
var powerup = new Powerup();
powerup.x = Math.random() * 2048;
powerup.y = -50;
powerups.push(powerup);
game.addChild(powerup);
}
// Handle player movement
game.move = function (x, y, obj) {
player.move(x, y);
};
// Handle shooting
game.down = function (x, y, obj) {
shootBullet();
};
// Update game state
game.update = function () {
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
for (var k = enemies.length - 1; k >= 0; k--) {
if (bullets[j].intersects(enemies[k])) {
bullets[j].destroy();
enemies[k].destroy();
bullets.splice(j, 1);
enemies.splice(k, 1);
break;
}
}
}
// Update powerups
for (var l = powerups.length - 1; l >= 0; l--) {
powerups[l].update();
if (powerups[l].intersects(player)) {
powerups[l].destroy();
powerups.splice(l, 1);
// Add powerup effect here
}
}
// Spawn enemies and powerups periodically
if (LK.ticks % 60 == 0) {
spawnEnemy();
if (Math.random() < 0.1) {
spawnPowerup();
}
}
};
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